Swords Dance (Monferno) (M) @ Firium Z
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Close Combat
- Mach Punch
- Swords Dance
Choice Scarf (Monferno) @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- U-turn
- Toxic / Grass Knot
Choice Band (Monferno) @ Choice Band
Ability: Blaze / Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Flare Blitz
- U-turn / Thunder Punch
- Mach Punch
Defensive (Monferno) (M) @ Eviolite
Ability: Iron Fist
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock / Mach Punch
- Slack Off
- U-turn
- Fire Punch / Mach Punch
Nasty Plot (Monferno) @ Fightinium Z
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature / Timid Nature
IVs: 0 Atk
- Nasty Plot
- Focus Blast
- Fire Blast
- Vacuum Wave
Notes: Monferno is one of the most diverse pokemons in the tier, being able to run literally any set under the sky. Swords Dance can easily nuke down its own checks with a +2 Z Flare Blitz, and most water types will die to a +2 Close Combat if they switched in on a Close Combat earlier. Choice Scarf Monferno is rather weak, but with good STABs, good speedtier and U-turn it's still a useful team member. Last slot is rather flexible, with Toxic checking water switch-ins and Grass Knot hitting Marshtomp for a 3hko. Alternatively, Taunt or Encore can be used to lock set-up sweepers. Gunk Shot is also an option for Fairy checks, while Fire Punch/Blaze Kick can be used to have a non-recoil Fire STAB. Choice Banded just nukes whatever switches in, or U-turns out if opposing team has a bulky water type, so that Close Combat can 2hko on switch-in the next time. Alternatively, Thunder Punch can be ran to hit Marill with Iron Fist boost. Iron Fist and Blaze can be swapped around based on the teams needs, Blaze boosting Flare Blitz to insane strengths when below 33% but also missing out on the extra Mach Punch power. The Defensive set runs Special Defense to switch in on Grass types somewhat safely. Mach Punch can be used if your team is in dire need of priority, but especially U-turn is more worth for a slowturn core. Alternatively, a Sassy Nature can be ran on this spread with 6 Speed IVs to outslow Sliggoo and Roselia to get other pokemons in safely, while still outspeeding Wartortle. Lastly, Nasty Plot Monferno gets around the physical bulk of the bulky water types, killing them with a +2 Focus Blast and Blaze Fire Blast still OHKOing Togetic after Stealth Rock chip and generally having a chance to OHKO.
Checks & Counters: Marill and Lampent are the definitions of hardcounters to the standard sets, but both drops if Monferno has the correct coverage move. Otherwise, bulky Water types like Wartortle, Prinplup and Marshtomp does well tanking hits and threatening out with scald/Earthquake. Faster Ghost and Psychic types can also threaten out with a Super Effective Psychic or Shadow Ball without caring about Mach Punch. Same goes for faster Water types and Flying types like Trumbeak and Frogadier.
Other Options: Gunk Shot is a strong move in its repertoire being able to hit Fairy Switch-ins, especially Marill. Monferno also has the tool to become a solid suicide lead with Encore, Taunt, Stealth Rock, Endeavor and U-turn.